Fix warning in release build.  Update to-do list.


git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@22315 e7fa87d3-cd2b-0410-9028-fcbf551c1848
diff --git a/Todo.txt b/Todo.txt
index 77efe15..2091276 100644
--- a/Todo.txt
+++ b/Todo.txt
@@ -1,38 +1,60 @@
-Minor "to do" items are identified in the source code with "TODO..." comments.
+Current functionality level:  ESSL 3.0
 
-Major items to do:
+Error checking
+  - compile-time check for static recursion
+  - location layout range/overlap semantics
 
-* Use the new versioning infrastructure to identify all errors specific to
-  - profile
-  - extension
-  - version
-  - stage
-  
-* Add semantics and productions for all new grammar (1.2 through 4.3)
-	1.2
-	 - uniform initializers
-	 - non-square matrices
-	 - centroids/multisample
-	 - gl_PointCoord
+Performance
 
-	1.3
-	 - integer ops
-	 - integer built-in functions
-	 - switch
-	 - bunch of new built-ins
-	 - noperspective
+Testing
+  - thread safety
 
-	1.4
-	 - uniform blocks
-	 - layout qualifiers
-	 - texture buffers
+Interfacing
+  - Put glslang in a namespace
 
-	1.5
-	 - geometry shaders
-
-	3.3
-	 - ...
-
-* Replace the preprocessor with a better one.
-
-* Verify/fix thread safety of the parse context.
+Functionality
+    - "const" compile-time constant propagation in the front-end has to be complete, for all built-in functions
+    GLSL 1.2
+      - Handle multiple compilation units per stage
+      - Allow initializers on uniform declarations.  The value is set at link time.
+      - signature matching takes type conversions into account, ambiguity is an error
+    GLSL 1.3
+      . flat is for both user and predeclared built-in in/out variables
+    GLSL 1.3 (Non-ES)
+      - Preprocessor token pasting (##), ## does macro expansion after pasting not before
+      - non-perspective (linear) interpolation (noperspective)
+      - add gl_ClipDistance[] to both vertex and fragment shaders
+      - only statically used built-ins have to be redeclared as flat
+      - Link: Deprecated mixing fixed vertex/fragment stage with programmable fragment/vertex stage.
+      - Deprecated gl_ClipVertex
+      - deprecate almost all built-in state
+      - ftransform() is deprecated
+      - Deprecated built-in vertex inputs (attributes) and some outputs (varyings).
+    GLSL 1.4 (Non-ES)
+      - track as removed in this release, but present in others:
+        - Use of gl_ClipVertex.  Use gl_ClipDistance instead.
+        - Built-in vertex shader inputs.
+        - Built-in uniforms except for depth range parameters
+        - Built-in interface between vertex and fragment:  gl_TexCoord, gl_FogFragCoord, and all the color values.
+        - Built-in two-sided coloring.
+        - Fixed functionality for a programmable stage.  Supply shaders for all stages currently being used.
+        - ftransform().  Use invariant outputs instead.
+    GLSL 1.5 (Non-ES)
+      - Deprecated gl_MaxVaryingComponents
+      - Add new minimum maximums for gl_MaxVertexOutputComponents, gl_MaxGeometryInputComponents, gl_MaxGeometryOutputComponents, and gl_MaxFragmentInputComponents, 
+                rather than relying on gl_MaxVaryingComponents.  Also, corrected gl_MaxVaryingComponents to be 60 instead of 64.
+      - Added gl_PrimitiveID as an input to fragment shaders.
+      - Added gl_FragCoord qualifiers origin_upper_left, and pixel_center_integer to modify the values returned by gl_FragCoord (and have no affect on any other aspect of the pipeline or language).
+      - Added support for multi-sample textures through sampler2DMS and sampler2DMSArray support in texelFetch() and textureSize().
+      - Broadened interface blocks from just uniforms to in and out interfaces as well.
+      - Broaden array usage to include vertex shader inputs (vertex in).
+      - Added geometry shaders.  This includes targeting layers in FBO rendering.
+      - geometry shader layouts: they must be declared, telling the system the primitive input and output types and maximum number of vertices.
+      - Added geometry shader constants.
+      - gl_FragCoord qualifiers use the layout(): origin_upper_left and pixel_center_integer.
+      - Broaden structure usage to include geometry inputs and geometry outputs.
+    GLSL 4.0
+    GLSL 4.1
+    GLSL 4.2
+    GLSL 4.3
+    GLSL 4.4